refactor(skill): 重构技能数据结构并支持技能等级
- 将 HeroAttrsComp 中的技能数组和独立 CD 映射重构为统一的 HSkillInfo 对象记录 - 在 SDataCom 中新增 skill_lv 字段,并在 Skill 加载时传入技能等级 - 更新 Hero 和 Monster 初始化逻辑以适配新的技能数据结构 - 修改 SCastSystem 以传递技能等级并影响技能效果 - 更新 heroSet 配置,将 skills 字段类型改为 Record<number, HSkillInfo>
This commit is contained in:
@@ -67,12 +67,18 @@ export interface heroInfo {
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ap: number; // 攻击力
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// dis: number; // 攻击距离(像素)
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speed: number; // 移动速度(像素/秒)
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skills: number[]; // 携带技能ID列表
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slvs:number[]; // 技能等级
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cds:number[]; // 技能cd
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skills: Record<number, HSkillInfo> ; // 携带技能ID列表
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info: string; // 描述文案
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}
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/**
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* 英雄/怪物基础信息接口
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*/
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export interface HSkillInfo {
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uuid: number; // 唯一标识(英雄5000段,怪物5200段)
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lv:number; // 技能等级
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cd:number; // 技能cd
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ccd:number; // 占位当前cd,用于cd计时
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}
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/*
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*=============英雄配置列表================
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* 英雄规则设定
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@@ -91,47 +97,47 @@ export interface heroInfo {
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export const HeroInfo: Record<number, heroInfo> = {
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// ========== 近战英雄 ==========
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5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,hp:450,ap:25,speed:180,
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skills:[6001,6301],slvs:[1,1],cds:[0.75,5],info:"近战,魔法盾 坦克"},
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skills:{6001:{uuid:6001,lv:1,cd:0.75,ccd:0},6301:{uuid:6301,lv:1,cd:5,ccd:0}},info:"近战,魔法盾 坦克"},
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5002:{uuid:5002,name:"圣骑士",path:"hk3", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,hp:1350,ap:75,speed:180,
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skills:[6001,6305],slvs:[1,1],cds:[0.75,5],info:"近战,群体护盾 坦克"},
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skills:{6001:{uuid:6001,lv:1,cd:0.75,ccd:0},6305:{uuid:6305,lv:1,cd:5,ccd:0}},info:"近战,群体护盾 坦克"},
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5003:{uuid:5003,name:"风行剑士",path:"hk4", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Melee,hp:500,ap:100,speed:180,
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skills:[6001,6014],slvs:[1,1],cds:[1.1,5],info:"近战,闪击 近战dps"},
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skills:{6001:{uuid:6001,lv:1,cd:1.1,ccd:0},6014:{uuid:6014,lv:1,cd:5,ccd:0}},info:"近战,闪击 近战dps"},
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5004:{uuid:5004,name:"刺客",path:"hc1", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,hp:1000,ap:200,speed:180,
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skills:[6001,6104],slvs:[1,1],cds:[1.1,5],info:"近战,火焰击 近战dps"},
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skills:{6001:{uuid:6001,lv:1,cd:1.1,ccd:0},6104:{uuid:6104,lv:1,cd:5,ccd:0}},info:"近战,火焰击 近战dps"},
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// 5005:{uuid:5005,name:"自然骑士",path:"hk2", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,hp:1000,ap:200,speed:180,
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// skills:[6001,6302],slvs:[1,1],cds:[1.1,5],info:"治疗近战,火焰击 近战dps"},
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// ========== 法师英雄 ==========
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5101:{uuid:5101,name:"奥术法师",path:"hm2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:60,speed:100,
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skills:[6005,6012],slvs:[1,1],cds:[1.4,5],info:"冰球,冰锥 远法dps"},
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skills:{6005:{uuid:6005,lv:1,cd:1.4,ccd:0},6012:{uuid:6012,lv:1,cd:5,ccd:0}},info:"冰球,冰锥 远法dps"},
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5102:{uuid:5012,name:"火焰法师",path:"hm1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:300,ap:120,speed:100,
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skills:[6004,6013],slvs:[1,1],cds:[1.4,5],info:"火击,火球 远法dps"},
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skills:{6004:{uuid:6004,lv:1,cd:1.4,ccd:0},6013:{uuid:6013,lv:1,cd:5,ccd:0}},info:"火击,火球 远法dps"},
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5103:{uuid:5013,name:"冰法法师",path:"hm4", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:450,ap:180,speed:100,
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skills:[6003,6012],slvs:[1,1],cds:[1.4,5],info:"冰击,冰锥 远法dps"},
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skills:{6003:{uuid:6003,lv:1,cd:1.4,ccd:0},6012:{uuid:6012,lv:1,cd:5,ccd:0}},info:"冰击,冰锥 远法dps"},
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5104:{uuid:5104,name:"寒霜术士",path:"hm4", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Long,hp:600,ap:240,speed:100,
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skills:[6012,6202],slvs:[1,1],cds:[1.4,5],info:"冰锥,冰刺 远法dps"},
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skills:{6012:{uuid:6012,lv:1,cd:1.4,ccd:0},6202:{uuid:6202,lv:1,cd:5,ccd:0}},info:"冰锥,冰刺 远法dps"},
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5105:{uuid:5105,name:"炎爆法师",path:"hm3", fac:FacSet.HERO,cards_lv:5,lv:1,type:HType.Long,hp:750,ap:300,speed:100,
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skills:[6013,6201],slvs:[1,1],cds:[1.4,5],info:"火球,陨石术 远法dps" },
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skills:{6013:{uuid:6013,lv:1,cd:1.4,ccd:0},6201:{uuid:6201,lv:1,cd:5,ccd:0}},info:"火球,陨石术 远法dps" },
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// ========== 远程英雄 ==========
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5201:{uuid:5201,name:"射手",path:"ha1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:60,speed:120,
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skills:[6002,6011],slvs:[1,1],cds:[1.3,5],info:"普通射击,暴射 远dps"},
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skills:{6002:{uuid:6002,lv:1,cd:1.3,ccd:0},6011:{uuid:6011,lv:1,cd:5,ccd:0}},info:"普通射击,暴射 远dps"},
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5202:{uuid:5202,name:"游侠",path:"ha2", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Long,hp:450,ap:180,speed:120,
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skills:[6011,6101],slvs:[1,1],cds:[1.3,5],info:"暴射,光箭 远dps"},
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skills:{6011:{uuid:6011,lv:1,cd:1.3,ccd:0},6101:{uuid:6101,lv:1,cd:5,ccd:0}},info:"暴射,光箭 远dps"},
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// ========== 腐竹英雄 ==========
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5301:{uuid:5301,name:"牧师",path:"hh1", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:150,ap:20,speed:100,
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skills:[6012,6302],slvs:[1,1],cds:[1,5],info:"冰锥1,治疗 远辅助" },
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skills:{6012:{uuid:6012,lv:1,cd:1,ccd:0},6302:{uuid:6302,lv:1,cd:5,ccd:0}},info:"冰锥1,治疗 远辅助" },
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5302:{uuid:5302,name:"战地医师",path:"hz1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Mid,hp:300,ap:40,speed:100,
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skills:[6012,6304],slvs:[1,1],cds:[1,5],info:"冰锥1,群体治疗 远辅助"},
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skills:{6012:{uuid:6012,lv:1,cd:1,ccd:0},6304:{uuid:6304,lv:1,cd:5,ccd:0}},info:"冰锥1,群体治疗 远辅助"},
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5303:{uuid:5303,name:"守护祭司",path:"ha3", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Mid,hp:600,ap:80,speed:100,
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skills:[6002,6004],slvs:[1,1],cds:[1,5],info:"普通射击,单体攻击buff 射手辅助"},
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skills:{6002:{uuid:6002,lv:1,cd:1,ccd:0},6004:{uuid:6004,lv:1,cd:5,ccd:0}},info:"普通射击,单体攻击buff 射手辅助"},
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5304:{uuid:5304,name:"秘法精灵",path:"ha3", fac:FacSet.HERO,cards_lv:6,lv:1,type:HType.Long,hp:900,ap:120,speed:100,
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skills:[6002,6105],slvs:[1,1],cds:[1,5],info:"普通射击,群体攻击buff 射手辅助"},
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skills:{6002:{uuid:6002,lv:1,cd:1,ccd:0},6105:{uuid:6105,lv:1,cd:5,ccd:0}},info:"普通射击,群体攻击buff 射手辅助"},
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@@ -149,20 +155,20 @@ export const HeroInfo: Record<number, heroInfo> = {
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//============== 兽人系列 ===============
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// 1. 基础近战型
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6001:{uuid:6001,name:"兽人战士",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
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6001:{uuid:6001,name:"兽人战士",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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// 2. 快速突击型
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6002:{uuid:6002,name:"兽人斥候",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
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6002:{uuid:6002,name:"兽人斥候",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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// 3. 重型坦克型
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6003:{uuid:6003,name:"兽人卫士",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:350,ap:30,speed:120,skills:[6001,6003],slvs:[1,1],cds:[2,10],info:""},
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6003:{uuid:6003,name:"兽人卫士",path:"mo3", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:350,ap:30,speed:120,skills:{6001:{uuid:6001,lv:1,cd:2,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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// 4. 远程骚扰型
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6004:{uuid:6004,name:"兽人射手",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:80,ap:45,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1.5,10],info:""},
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6004:{uuid:6004,name:"兽人射手",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Long,hp:80,ap:45,speed:80,skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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// 5. 特殊机制型
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6005:{uuid:6005,name:"兽人自爆兵",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:[6001,6003],slvs:[1,1],cds:[0.65,10],info:""},
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6006:{uuid:6006,name:"兽人召唤师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
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6007:{uuid:6007,name:"兽人祭司",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
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6008:{uuid:6008,name:"兽人图腾师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:[6001,6003],slvs:[1,1],cds:[1,10],info:""},
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6005:{uuid:6005,name:"兽人自爆兵",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:120,ap:12,speed:180,skills:{6001:{uuid:6001,lv:1,cd:0.65,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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6006:{uuid:6006,name:"兽人召唤师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:{6001:{uuid:6001,lv:1,cd:1,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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6007:{uuid:6007,name:"兽人祭司",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:{6001:{uuid:6001,lv:1,cd:1,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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6008:{uuid:6008,name:"兽人图腾师",path:"mo1", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:80,ap:20,speed:80,skills:{6001:{uuid:6001,lv:1,cd:1,ccd:0},6003:{uuid:6003,lv:1,cd:10,ccd:0}},info:""},
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// 6. 精英/BOSS型
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6009:{uuid:6009,name:"兽人首领(BOSS)",path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:1500,ap:20,speed:100,skills:[6002,6004],slvs:[1,1],cds:[1,10],info:""},
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6009:{uuid:6009,name:"兽人首领(BOSS)",path:"mo4", fac:FacSet.MON,cards_lv:1,lv:1,type:HType.Melee,hp:1500,ap:20,speed:100,skills:{6002:{uuid:6002,lv:1,cd:1,ccd:0},6004:{uuid:6004,lv:1,cd:10,ccd:0}},info:""},
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};
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@@ -79,8 +79,12 @@ export class Hero extends ecs.Entity {
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model.ap = hero.ap*model.lv;
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model.hp= model.hp_max = hero.hp*model.lv;
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model.speed = hero.speed;
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model.setSkills(hero.skills, hero.cds);
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model.skill_lvs=hero.slvs
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model.skills = {};
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for (const key in hero.skills) {
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const skill = hero.skills[key];
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if (!skill) continue;
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model.skills[skill.uuid] = { ...skill, ccd: skill.cd };
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}
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model.updateSkillDistanceCache();
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// 初始化 buff/debuff 系统
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@@ -1,7 +1,7 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs } from "../common/config/HeroAttrs";
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import { BuffConf } from "../common/config/SkillSet";
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import { HeroDisVal, HType } from "../common/config/heroSet";
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import { HeroDisVal, HSkillInfo, HType } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FightSet } from "../common/config/GameSet";
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@@ -26,10 +26,7 @@ export class HeroAttrsComp extends ecs.Comp {
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shield_max: number = 0; // 最大护盾值
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// ==================== 攻击属性 (补充) ====================
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skills: number[] = [];
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skill_max_cds: Record<number, number> = {};
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skill_cds: Record<number, number> = {};
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skill_lvs:Record<number, number> = {};
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skills: Record<number, HSkillInfo> = {};
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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freeze_chance: number = 0; // 冰冻概率
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@@ -159,72 +156,57 @@ export class HeroAttrsComp extends ecs.Comp {
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this.dirty_shield = true;
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}
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updateCD(dt: number){
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for (const skillId of this.skills) {
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const maxCd = this.skill_max_cds[skillId] ?? 0;
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if (maxCd <= 0) {
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this.skill_cds[skillId] = 0;
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for (const key in this.skills) {
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const skill = this.skills[key];
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if (!skill) continue;
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if (skill.cd <= 0) {
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skill.ccd = 0;
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continue;
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}
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const currentCd = this.skill_cds[skillId] ?? maxCd;
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if (currentCd >= maxCd) {
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this.skill_cds[skillId] = maxCd;
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if (skill.ccd >= skill.cd) {
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skill.ccd = skill.cd;
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continue;
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}
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this.skill_cds[skillId] = Math.min(maxCd, currentCd + dt);
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skill.ccd = Math.min(skill.cd, skill.ccd + dt);
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}
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}
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isFrost(): boolean {
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return this.frost_end_time > 0
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}
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setSkills(skills: number[], cds: number[]) {
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this.skills = [];
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this.skill_max_cds = {};
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this.skill_cds = {};
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if (!skills) return;
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const len = skills.length;
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for (let i = 0; i < len; i++) {
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const skillId = skills[i];
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if (!skillId) continue;
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const cd = cds[i] ?? cds[0] ?? 0;
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const maxCd = Math.max(0, cd);
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this.skills.push(skillId);
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this.skill_max_cds[skillId] = maxCd;
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this.skill_cds[skillId] = maxCd;
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}
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getSkillLevel(skillId: number): number {
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if (!skillId) return 1;
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return this.skills[skillId]?.lv ?? 1;
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}
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getSkillIds(): number[] {
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return [...this.skills];
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return Object.values(this.skills).map(skill => skill.uuid);
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}
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isSkillReady(skillId: number): boolean {
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if (!skillId) return false;
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const maxCd = this.skill_max_cds[skillId] ?? 0;
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if (maxCd <= 0) return true;
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const currentCd = this.skill_cds[skillId] ?? maxCd;
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return currentCd >= maxCd;
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const skill = this.skills[skillId];
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if (!skill) return false;
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if (skill.cd <= 0) return true;
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return skill.ccd >= skill.cd;
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}
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||||
|
||||
triggerSkillCD(skillId: number) {
|
||||
if (!skillId) return;
|
||||
const maxCd = this.skill_max_cds[skillId] ?? 0;
|
||||
if (maxCd <= 0) {
|
||||
this.skill_cds[skillId] = 0;
|
||||
return;
|
||||
}
|
||||
this.skill_cds[skillId] = 0;
|
||||
const skill = this.skills[skillId];
|
||||
if (!skill) return;
|
||||
skill.ccd = 0;
|
||||
}
|
||||
|
||||
getSkillCdProgress(skillId: number): number {
|
||||
if (!skillId) return 1;
|
||||
const maxCd = this.skill_max_cds[skillId] ?? 0;
|
||||
if (maxCd <= 0) return 1;
|
||||
const currentCd = this.skill_cds[skillId] ?? maxCd;
|
||||
return Math.max(0, Math.min(1, currentCd / maxCd));
|
||||
const skill = this.skills[skillId];
|
||||
if (!skill || skill.cd <= 0) return 1;
|
||||
return Math.max(0, Math.min(1, skill.ccd / skill.cd));
|
||||
}
|
||||
|
||||
getDisplaySkillCdProgress(): number {
|
||||
const displaySkillId = this.skills[1] ?? this.skills[0] ?? 0;
|
||||
const skillIds = this.getSkillIds();
|
||||
const displaySkillId = skillIds[1] ?? skillIds[0] ?? 0;
|
||||
return this.getSkillCdProgress(displaySkillId);
|
||||
}
|
||||
|
||||
@@ -282,9 +264,7 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.shield_max = 0;
|
||||
|
||||
// 重置新增属性
|
||||
this.skills = [];
|
||||
this.skill_max_cds = {};
|
||||
this.skill_cds = {};
|
||||
this.skills = {};
|
||||
this.critical = 0;
|
||||
this.freeze_chance = 0;
|
||||
this.back_chance = 0;
|
||||
|
||||
@@ -141,7 +141,12 @@ export class Monster extends ecs.Entity {
|
||||
if(!model.is_boss){
|
||||
model.is_kalami = true;
|
||||
}
|
||||
model.setSkills(hero.skills, hero.cds);
|
||||
model.skills = {};
|
||||
for (const key in hero.skills) {
|
||||
const skill = hero.skills[key];
|
||||
if (!skill) continue;
|
||||
model.skills[skill.uuid] = { ...skill, ccd: skill.cd };
|
||||
}
|
||||
model.updateSkillDistanceCache();
|
||||
//根据刷怪控制脚本对ap和hp进行加强
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ import { HType } from "../common/config/heroSet";
|
||||
@ecs.register('SCastSystem')
|
||||
export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
debugMode: boolean = false; // 是否启用调试模式
|
||||
private readonly emptyCastPlan = { skillId: 0, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[] };
|
||||
private readonly emptyCastPlan = { skillId: 0, skillLv: 1, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[] };
|
||||
private readonly meleeCastRange = 64;
|
||||
private heroMatcher: ecs.IMatcher | null = null;
|
||||
private getHeroMatcher(): ecs.IMatcher {
|
||||
@@ -52,7 +52,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
this.castSkill(castPlan, heroAttrs, heroView);
|
||||
}
|
||||
|
||||
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] } {
|
||||
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] } {
|
||||
const type = heroAttrs.type as HType;
|
||||
const maxRange = this.resolveMaxCastRange(heroAttrs, type);
|
||||
const target = this.findNearestEnemyInRange(heroAttrs, heroView, maxRange);
|
||||
@@ -63,26 +63,28 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) continue;
|
||||
if (!heroAttrs.isSkillReady(s_uuid)) continue;
|
||||
const skillLv = heroAttrs.getSkillLevel(s_uuid);
|
||||
if (this.isSelfSkill(config.TGroup)) {
|
||||
if (typeof selfEid !== "number") continue;
|
||||
return { skillId: s_uuid, isFriendly: true, targetPos: null, targetEids: [selfEid] };
|
||||
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: [selfEid] };
|
||||
}
|
||||
if (this.isFriendlySkill(config.TGroup)) {
|
||||
const includeSelf = config.TGroup === TGroup.Ally;
|
||||
const friendlyEids = this.collectFriendlyTargetEids(heroAttrs.fac, selfEid, includeSelf);
|
||||
if (friendlyEids.length === 0) continue;
|
||||
return { skillId: s_uuid, isFriendly: true, targetPos: null, targetEids: friendlyEids };
|
||||
return { skillId: s_uuid, skillLv, isFriendly: true, targetPos: null, targetEids: friendlyEids };
|
||||
}
|
||||
if (!target || !heroView.node || !target.node) continue;
|
||||
const targetPos = this.resolveEnemyCastTargetPos(config, heroAttrs, heroView, target, maxRange);
|
||||
if (!targetPos) continue;
|
||||
return { skillId: s_uuid, isFriendly: false, targetPos, targetEids: [] };
|
||||
return { skillId: s_uuid, skillLv, isFriendly: false, targetPos, targetEids: [] };
|
||||
}
|
||||
return this.emptyCastPlan;
|
||||
}
|
||||
|
||||
private castSkill(castPlan: { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
|
||||
private castSkill(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
|
||||
const s_uuid = castPlan.skillId;
|
||||
const skillLv = castPlan.skillLv;
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) return;
|
||||
//播放前摇技能动画
|
||||
@@ -100,11 +102,11 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
if (castPlan.isFriendly) {
|
||||
const friendlyTargets = this.resolveFriendlyTargets(castPlan.targetEids, heroAttrs.fac);
|
||||
if (friendlyTargets.length === 0) return;
|
||||
this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, friendlyTargets, null);
|
||||
this.applyPrimaryEffect(s_uuid, skillLv, config, heroView,heroAttrs, friendlyTargets, null);
|
||||
this.applyExtraEffects(config, friendlyTargets);
|
||||
return;
|
||||
}
|
||||
this.applyPrimaryEffect(s_uuid, config, heroView,heroAttrs, [], castPlan.targetPos);
|
||||
this.applyPrimaryEffect(s_uuid, skillLv, config, heroView,heroAttrs, [], castPlan.targetPos);
|
||||
}, delay);
|
||||
heroAttrs.triggerSkillCD(s_uuid);
|
||||
}
|
||||
@@ -115,19 +117,19 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return [...skillIds.slice(1), skillIds[0]];
|
||||
}
|
||||
|
||||
private createSkillEntity(s_uuid: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3) {
|
||||
private createSkillEntity(s_uuid: number, skillLv: number, caster: HeroViewComp,cAttrsComp: HeroAttrsComp, targetPos: Vec3) {
|
||||
if (!caster.node || !caster.node.isValid) return;
|
||||
const parent = caster.node.parent;
|
||||
if (!parent) return;
|
||||
const skill = ecs.getEntity<Skill>(Skill);
|
||||
skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster,cAttrsComp, 0);
|
||||
skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, cAttrsComp, skillLv, 0);
|
||||
}
|
||||
|
||||
private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp,targets: HeroViewComp[], targetPos: Vec3 | null) {
|
||||
private applyPrimaryEffect(s_uuid: number, skillLv: number, config: SkillConfig, heroView: HeroViewComp, cAttrsComp: HeroAttrsComp,targets: HeroViewComp[], targetPos: Vec3 | null) {
|
||||
const kind = config.kind ?? SkillKind.Damage;
|
||||
if (kind === SkillKind.Damage) {
|
||||
if (config.ap <= 0 || !targetPos) return;
|
||||
this.createSkillEntity(s_uuid, heroView,cAttrsComp, targetPos);
|
||||
this.createSkillEntity(s_uuid, skillLv, heroView,cAttrsComp, targetPos);
|
||||
return;
|
||||
}
|
||||
for (const target of targets) {
|
||||
@@ -189,7 +191,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
return eids;
|
||||
}
|
||||
|
||||
private hasCastTarget(castPlan: { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }): boolean {
|
||||
private hasCastTarget(castPlan: { skillId: number; skillLv: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }): boolean {
|
||||
if (castPlan.skillId === 0) return false;
|
||||
if (castPlan.isFriendly) return castPlan.targetEids.length > 0;
|
||||
return !!castPlan.targetPos;
|
||||
|
||||
@@ -11,6 +11,7 @@ export class SDataCom extends ecs.Comp {
|
||||
group:BoxSet=BoxSet.HERO
|
||||
fac: number = 0; // 0:hero 1:monster
|
||||
s_uuid:number=0
|
||||
skill_lv:number=1
|
||||
ext_dmg:number=0 //额外伤害
|
||||
dmg_ratio:number=1 //伤害比例
|
||||
hit_count:number=0 //击中数量
|
||||
@@ -20,6 +21,7 @@ export class SDataCom extends ecs.Comp {
|
||||
this.group=BoxSet.HERO
|
||||
this.fac=0
|
||||
this.s_uuid=0
|
||||
this.skill_lv=1
|
||||
this.casterEid = -1;
|
||||
this.hit_count=0
|
||||
this.max_hit_count=0
|
||||
|
||||
@@ -101,7 +101,7 @@ export class Skill extends ecs.Entity {
|
||||
this.addComponents<SMoveDataComp>(SMoveDataComp);
|
||||
}
|
||||
load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3,
|
||||
caster:HeroViewComp,cAttrsComp:HeroAttrsComp, ext_dmg:number=0) {
|
||||
caster:HeroViewComp,cAttrsComp:HeroAttrsComp, skill_lv:number=1, ext_dmg:number=0) {
|
||||
const config = SkillSet[s_uuid];
|
||||
if (!config) {
|
||||
mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid);
|
||||
@@ -212,6 +212,7 @@ export class Skill extends ecs.Entity {
|
||||
sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.freeze_chance + addFrz;
|
||||
sDataCom.Attrs[Attrs.back_chance] = cAttrsComp.back_chance + addBck;
|
||||
sDataCom.s_uuid=s_uuid
|
||||
sDataCom.skill_lv = Math.max(1, skill_lv);
|
||||
sDataCom.fac=cAttrsComp.fac
|
||||
sDataCom.ext_dmg=ext_dmg
|
||||
sDataCom.hit_count = 0
|
||||
@@ -241,4 +242,3 @@ export class Skill extends ecs.Entity {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user